Just the whole idea of simply placing a sentry and getting buffs for your sentries just like that is op.
What would be its placing cost multiplier? Emitter is 0.25x, Bank is 0.5x, Repair is 1x, Minigun Tank and Sniper are 2x, Nade is 1.5x or 2x, so what would this be?
Im trying to say that no matter how much you try to balance this ability, it wont be balanced. Theres no specific thing wrong with it, its just the concept of the ability thats too op.
I don’t think a range modifier is possible, although I could be wrong.
I also agree with Weird—a single sentry which powers up every nearby sentry’s stats would be extremely powerful. It could quite easily turn sentries into devastating forces when they’re already an exceedingly powerful choice as an ability—for example, adding a percentage of a Tank Sentry’s health to it would even make a T1 Boost Sentry into a very powerful buff when paired with a decently high-tier Tank. In fact, Boost Sentries could act as cheaper upgrades to Tanks when they get expensive in their later tiers—a T12+ Tank gets quite hard to upgrade later on thanks to the sheer cost, but just upgrade a low-tier Boost Sentry and it’ll cost less while still massively empowering the Tank in both HP and regeneration. Those high tiers of Tank have over 10,000 HP, meaning even a 10% boost gives them another >1000 to survive many more hits with.
I know this wasn’t the original idea, but what if the booster boosted nearby players instead of the sentries, like a reverse emitter sentry? It could give idk, some kind of positive buffs like nebula regen or speed. It seems very strong to only buff sentries.